Search found 221 matches

by TheRaph
Fri Mar 22, 2024 7:45 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 113
Views: 12859

Re: Friday Facts #403 - Train stops 2.0

Could trains which run out of fuel be refueled by bots?
by TheRaph
Sun Mar 17, 2024 12:39 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 191
Views: 20050

Re: Friday Facts #402 - Lightspeed circuits

Are you sure this is the player? The arm seems to be quite high in the air, even if the player is as close the the foundry as possible. So either this type of power armor also affects you size, or this is more like a Fallout Powerarmor, more of a vehicle than personal equipment. Well, no, I'm not s...
by TheRaph
Sun Feb 11, 2024 8:22 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 15545

Re: Friday Facts #397 - Factoriopedia

Koub wrote:
Sun Feb 11, 2024 7:44 am
whateverpedia,
YES! That is the name. "Whateverpedia" sound so universal, you should definitively add this to the game :D
by TheRaph
Sun Feb 04, 2024 8:06 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 19567

Re: Friday Facts #394 - Assembler flipping and circuit control

Dear devs. Two questions: First: Now everyone could use circuits to configure assembly machines, how to deal with fluid input rotation? Is there any indicator in which direction an assembly machine will connect prior to selecting actual a recipe with fluid input? Second: In case of flipping asymmetr...
by TheRaph
Mon Jan 15, 2024 11:29 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 43326

Re: Friday Facts #393 - Putting things on top of other things

Hi.
Is there any chance to get long-handed stack inserters?
by TheRaph
Sun Nov 19, 2023 11:22 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41636

Re: Friday Facts #384 - Combinators 2.0

The way the boxes' modes work you would always have the output feeding into the input unless you forced the input and output onto different colored networks. You couldn't have input nor output on both channels without feedback. You don't get feedback if the signals are different for output and inpu...
by TheRaph
Fri Nov 17, 2023 9:02 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41636

Re: Friday Facts #384 - Combinators 2.0

I'm with Qon you're asking for a combinator to perform two completely different bits of logic and have two completely different outputs on each wire That is not true. Just look at graphic shown in FFF https://cdn.factorio.com/assets/blog-sync/fff-384-decider-combinator.png . Conditions are on the l...
by TheRaph
Thu Nov 16, 2023 7:21 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41636

Re: Friday Facts #384 - Combinators 2.0

Having a combinator being made into something that invisibly (from overview) performs the operations of two unrelated combinators (but still both arithmetic, decider xor selector?) just makes the combinator network harder to read. That is a definition based on your point of view. Having a arithmeti...
by TheRaph
Wed Nov 15, 2023 5:45 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41636

Re: Friday Facts #384 - Combinators 2.0

I would like to have an option not only to select different outputs but also choose the channel (red or green) to output to . This seems pretty pointless. Why would you want this? If you don't want signals on green wire, just don't connect it. If you want other data on green wire than red wire, mak...
by TheRaph
Sun Nov 12, 2023 10:22 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41636

Re: Friday Facts #384 - Combinators 2.0

Two more suggestion 1 I would like to have an option not only to select different outputs but also choose the channel (red or green) to output to. So that it is looking on the right side as on the left side. Left: One row for inputs from green, one row for inputs from red. Right: One row for output...
by TheRaph
Sun Nov 05, 2023 10:00 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

Re: Friday Facts #382 - Logistic groups

The previous post was moving the goalpost by adding several "buts!" to a simple concept of using something that WUBE is planning to have on the space platform to power rocket engines, which could have been re-used for space construction drones or not. I made a mention of possibly using fu...
by TheRaph
Sun Nov 05, 2023 9:31 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

Re: Friday Facts #382 - Logistic groups

Edit: sorry, I meant “or” inactive for five seconds. This also handles the case where it can’t fulfill a filter inserter’s requests so it skips back to the until full. It can lead to some unnecessary travel if it can’t load the needed items though. As an aside, I deliver artillery shells with an ar...
by TheRaph
Mon Oct 30, 2023 10:56 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

Re: Friday Facts #382 - Logistic groups

I invert things within an isolated resupply network with a -1. So I’m not sure why he would use -2 (my main thought is that he uses the “read train contents” option on his outposts). (More explanation: https://forums.factorio.com/viewtopic.php?p=196162#p196162) This setup has an general problem. As...
by TheRaph
Sat Oct 28, 2023 5:49 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

Re: Friday Facts #382 - Logistic groups

Very minor point but the rocket capacity is listed in the GUI as 1 ton. Ton is the imperial measurement (with several different possible values because yay imperial system). The metric measurement is a tonne (t). As you say, there are several different tons. One of which is, of course, the metric t...
by TheRaph
Sat Oct 28, 2023 4:21 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

Re: Friday Facts #382 - Logistic groups

19 times out of 20, I already set the maximum equal to the minimum, and it's just extra clicks. Crucially, the FFF makes it very clear that the autotrash button is intended to be toggled proactively by the user. If you know you're about to start deconstructing and don't want the items immediately t...
by TheRaph
Fri Oct 27, 2023 10:20 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

Re: Friday Facts #382 - Logistic groups

In current version 1.1 you have two numbers: Minimum for starting logistic request if inventory count is below. Maximum for trashing if inventory count is above. On Your Screenshot I can only see one number ... Since trash unrequested is ticked, there is no need for the second number, since everyth...
by TheRaph
Fri Oct 27, 2023 5:39 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

Re: Friday Facts #382 - Logistic groups

Some questions: Will rockets from space platform being the same size as rocket from planet? In reality they are not, because in space you don't need to escape the gravity. Especially in current space exploration (e.g. to ISS) typically every rocket has its return capsule on board. So it would be fai...
by TheRaph
Sat Oct 14, 2023 12:02 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 28698

Re: Friday Facts #380 - Remote view

The remote view is cool, but I think that controlling everything in remote view should be an upgrade in tech tree or a physical upgrade in radar. If you able to change recipies in assambler and direction of belts right from the beginning will kill the fun of having to walk trough your tiny factory. ...
by TheRaph
Tue Oct 10, 2023 7:53 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 74511

Re: Friday Facts #378 - Trains on another level

So I'm stopped by an invisible force if I try to enter the ramps? That's my assumption. Basically the ramps will have a collision box against the player and the player would just simply walk under elevated rails. I'm guessing it may be too complex and have too many edge cases/issues with letting th...
by TheRaph
Mon Oct 09, 2023 5:48 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 74511

Re: Friday Facts #378 - Trains on another level

Loewchen wrote:
Mon Oct 09, 2023 5:20 pm
TheRaph wrote:
Mon Oct 09, 2023 4:57 pm
A question:
  1. If I walk with my character on that upper-level train.
Assuming you mean upper level rail: You can't.
Yes I mixed up "train" and "track" ...

So I'm stopped by an invisible force if I try to enter the ramps?

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